Adeon Hawkwood

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  1. Quote:
    Originally Posted by Happy_Thoughts View Post
    What I suggested to him was to do away with the targetable Oil Slick pet, and introduce a slash command that would check to see if the character had an active oil slick, and if so, light it. That way you could choose when (or if) you wanted to light it, with the side benefit that any TA user who doesn't have fire/energy attacks* could still get full use of the power.
    An interesting idea, but I suspect in practice that would prove to be as buggy (if not more so) than the current oil slick.
  2. Agreed, you don't need a particular team makeup for him but unless you have some decent regen debuffs (such as Rad or Traps) or a LOT of damage he is extremely tedious to fight.
  3. Quote:
    Originally Posted by Sunstormer View Post
    So far from what I have seen, Ice seems to have the best synergy with Assault rifle, the mass slows from shiver, plus ice patch mean your enemies arent going to get in your face by the time you finish animating
    Energy and Mental also have good synergy with AR.

    Boost Range in Energy increases the range of the cones which makes it easier to target saturate them without needing to get as close. The downside is the risk of hitting the next spawn (especially with Full Auto). It also has good single target damage to help make up for ARs weakness there and a stun you can stack with Beanbag.

    Mental basically adds even more AoE damage to AR's and rpovides a bit of close in protection through WoC.
  4. Quote:
    Originally Posted by MementoMori View Post
    Now that said i would LOVE this power far more if it was effected by +rech it is skipabull if your not having issues with Shilds low DDR but if your runing into huge def debuffs it can keep you out of the fire fairly well.
    If it was affected by recharge it would have a MUCH longer recharge (probably around 700s since it has a shorter duration than the other god mode powers) and would probably get a full crash as well. The rational with both OwtS and Strength of Will is that by giving them a fixed and unenhanceable recharge they can balance them better between SO'd builds and heavily IO'd builds. All builds have the same up-time on the power which is part of the reason they have a less painful crash than the other god mode powers.
  5. Quote:
    Originally Posted by Derangedpolygot View Post
    Apparently the tileset can have an effect on whether the slick will ignite. It shouldn't, but somehow it does.

    It's a buggy, buggy thing. Oil slick is unique in that it's a pseudo pet that players can target, and damage with Fire or Energy. Then, it's replced by another pseudo pet of flames. I suppose it's possible that The first pet just gets replaced with the same first pet sometimes.
    I think at this point Castle should just throw in the towel and just make OSA automatically light (i.e. rather than summoning the oil slick pseudopet and the targetable pseudopet it should summon the oil slick pseudo pet and the flames pseudopet). it's a neat mechanic but it's so buggy I'm not sure it's worth the development effort to try and fix it.
  6. Quote:
    Originally Posted by Eloora View Post
    Thanks for all of the help and suggestions guys! Fire/Ice definitely feels like a fun, safe choice, but a couple of other combos have recently caught my eye. Fire/Mental and Fire/Elec. How are those for ST burst? And AoE?
    Well Fire is pretty much the highest damage blaster primary. It loses a little to Archery and AR in terms of AoE damage but has better single target damage.

    Mental is best described as the farming blaster's secondary. It's not a blapping secondary but it requires you to close in for maximum effect. However in return it offers AoE damage, a low mag Aoe confuse and (most importantly) a nice buff to regen and recovery.

    Electricity Manipulation is more of a traditional Blapper secondary. It has several strong melee attacks some close range mez and knockback powers, a damage aura and an endurance recovery tool. It also has some sapping capability but unless paired with Electrical Blast it really lacks the reliable -recovery to fully exploit it. Overall I would say it's a safer secondary for a blapper than Fire and Energy but unless it's paired with Electrical Blast it doesn't have the safety of Ice, Devices and Mental.
  7. Quote:
    Originally Posted by Umbral View Post
    When you consider how often players actually use their Sniper attacks, they don't need to recharge as quickly as they do. The devs could increase their DPA to a reasonable level by adjusting their dam/rech/end formula on all snipes to a base 25-30 second recharge (increasing damage to ~3.5-4.25 damage scale; roughly 220-265 base damage; roughly 48-59 DPA assuming a 4.33 sec base animation time) without inhibiting usefulness. The power would still be balanced around the "risk" of losing the power, not to mention that it's not going to be available often enough to be especially exploitable. Even so, it would make it much more useful for opening fights because you'd be able to put impressive dents in even bosses (and take out a single lt or minion with relative ease for some greater frontloading).
    I like this idea a lot. Snipes currently have basically no damage bonus to account for their interruptable long cast time, if the set has a 10 second recharge blast you get almost as much damage form that as from the snipe.

    Quote:
    Originally Posted by Nethergoat View Post
    I have Caltrops triple slotted for slow, maybe that's it?
    I wouldn't have thought so. Caltrops is pretty close to the -speed cap without any slotting at all, a single level 50 common IO will cap it for +2s or lower. I'll have to test it myself sometime.
  8. Quote:
    Originally Posted by Dispari View Post
    I kind of wonder about tech-based characters. Incarnate seems to be a magicy gimmick. You get a power of the gods, like lightning bolts and stuff. What would a robot get? I guess you can still give a robot magic, but will they be generic enough that people can still roleplay them the way they want to? Will there be any tech or natural themed incarnate things or will it all be elemental stuff?
    Yeah, that is something that concerns me as well. Hephaestus/Vulcan would seem a reasonable patron for a Technology incarnate but I still like to be able to effectively roleplay the incarnate abilities as improvements to my character's tech gained through magic rather than using magic in combat.
  9. Quote:
    Originally Posted by Thirty-Seven View Post
    Also, was there any kinda point to that? It's not like you can really take that "money" out of circulation. It doesn't actually circulate in any traditional sense anyway. I mean, new "money" is minted constantly.
    Yes new money constantly appears but at the same time existing money is also constantly being destroyed (primarily by market fees). Similarly IOs are constantly being created and destroyed (or rather slotted which is close enough to destroyed for our purposes). For the most part the two are relatively in balance (with a trend towards inflation) with the per capita money supply (and IO supply) being relatively constant (baring the occasional exploit). So this sort of thing does decrease the per capita money supply although not necessarily in a meaningful way.
  10. Quote:
    Originally Posted by MeleeMadness View Post
    Hmm, Incarnates. I take it that means we get powers from another AT primary?

    Isn't Recluse a MM with Tanker abilities?
    Mmmmm necromancy. Seriously the answer is we do not know. From the few comments the devs have made it seems likely (but has not been confirmed) that we will get new powers (as opposed to just improvements to existing powers). But as for what form those powers will take we have absolutely no clue.

    If the devs continue with the pattern in the Epic Power Pools then powers similar to those used by other ATs to make characters more well rounded are possible but thye could just as easily give new powers designed to enhance our existing primary and secondary abilities.

    Recluse's abilities are mostly based on the crab spiders (or more accurately their abilities are based on his) but then Statesman is basically an SS/Inv Tanker with a single electrical ranged attack so it's hard to extrapolate from them.
  11. I quite like M30 grenade when solo. Mostly because I'll LRM a spawn and can then use M30 to mop up suvivors from range. Although it is definetly skippable (my Traps/AR for example skipped it).
  12. Quote:
    Originally Posted by JayboH View Post
    I want to know why some people still think TA is weak. It sooo is not. If anything it is under-rated.
    The problem with Trick Arrow is that it's to focused on one thing and not flexible enough. It does do a decent job of boosting damage through resistance debuffs and OSA but outside that it's weak. The other powers in the set are intended to provide damage mitigation but they don't really provide that much mitigation and virtually no alpha strike mitigation (EMP Arrow does provide good mitigation but it has a very long recharge).

    So the end result is that several other sets (Rad and Traps in particular) provide almost as much damage bonus but couple it with significantly better damage mitigation. The core problem with several sets (TA, Empathy, Kinetics and Force Fields) is that they are over-specialized. They do one thing VERY well (more damage for TA and Kin, mitigation for Empathy and FF) but lose to more generalized sets that provide both damage mitigation and extra damage in more balanced amounts.

    It should also be noticed that several of these sets work better on Controllers than Defenders since the Controller can use his primary powers to help compensate for the over-specialized nature of his secondary.

    Quote:
    Originally Posted by CaptA View Post
    There are no buffs, either. I can think of two that would be feasible and easy to add: Triage Arrow and Force Field arrow. Both stuck in one place and will do essentially what the Traps equivalents will do. If I redid TA from the beginning, I would add several new arrows and make the user choose up to nine of them - that way one could make themselves more buff-centric or debuff-centric.
    Personally I like the fact that Trick Arrow is a pure debuff set rather than a debuff-focused set, it gives it a unique status shared by no other set. I think it's reasonable to improve the set's overall performance without needing to make widespread changes to the way the powers work. The core problem is that it doesn't have any focused damage mitigation. It has 5 powers that provide some mitigation but none suffice on their own, only one provides alpha strike mitigation and they don't stack very well. I think some adjustments to these would make the set a lot more useful.
  13. I agree with Warden for the reasons he said and because Charged Armor is probably the best epic shield of the three.
  14. Well, here's mine, it's a little esoteric in places but I like it.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Adeon Hawkwood: Level 50 Technology Blaster
    Primary Power Set: Assault Rifle
    Secondary Power Set: Devices
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Teleportation
    Ancillary Pool: Munitions Mastery

    Hero Profile:
    Level 1: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Web Grenade -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(40), TotHntr-Acc/EndRdx(45), TotHntr-Immob/Acc(46), TotHntr-Acc/Immob/Rchg(46), TotHntr-Dam%(50)
    Level 2: Slug -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(29)
    Level 4: Buckshot -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(17), Posi-Acc/Dmg/EndRdx(19), Posi-Dam%(19)
    Level 6: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(13), Zephyr-Travel(27), Zephyr-ResKB(29)
    Level 8: Swift -- Run-I(A)
    Level 10: Targeting Drone -- ToHit-I(A), ToHit-I(15)
    Level 12: Caltrops -- RechRdx-I(A), P'ngTtl-EndRdx/Rchg/Slow(13)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
    Level 18: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(25), RechRdx-I(27)
    Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), EndMod-I(21)
    Level 22: Cloaking Device -- LkGmblr-Rchg+(A)
    Level 24: Recall Friend -- Zephyr-Travel(A), Zephyr-ResKB(37)
    Level 26: Smoke Grenade -- HO:Lyso(A), ToHitDeb-I(46)
    Level 28: Ignite -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(43)
    Level 30: M30 Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(31), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(33)
    Level 32: Full Auto -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(33), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(34), Ragnrk-Knock%(34)
    Level 35: Trip Mine -- Oblit-Dmg(A), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(45)
    Level 38: Gun Drone -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-+Res(Pets)(40)
    Level 41: Cryo Freeze Ray -- Lock-Acc/Hold(A), Lock-Acc/Rchg(42), Lock-Rchg/Hold(42), Lock-EndRdx/Rchg/Hold(42), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-%Hold(43)
    Level 44: Body Armor -- S'fstPrt-ResDam/Def+(A), ResDam-I(45)
    Level 47: LRM Rocket -- Det'tn-Dmg/Rchg(A), AirB'st-Dmg/Rchg(48), HO:Nucle(48), HO:Nucle(48), RechRdx-I(50)
    Level 49: Surveillance -- HO:Lyso(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Defiance
    Level 0: Ninja Run



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  15. Quote:
    And not only that but they are holding the Villains in a prison which they shouldn't be doing... They should be deporting them.
    There is no legal requirement to deport foreigners convicted of a crime in your country. There is often pressure to do so but it is acceptable to hold them for the length of their sentence and then deport them.

    Quote:
    So they are taking war actions with soldiers and holding prisoners of war seemingly illegally...
    Points to keep in mind:
    1. With the exception of Arachnos troops Rogue Island Villains do not meet the requirements to be considered PoWs. Specifically they don't wear a uniform identifying them as members of an organized military and therefore can be treated as spies rather than soldiers
    2. There is no declaration of war between the US and the Rogue Islands and standard Arachnos procedure is to claim that any troops captured in Paragon City are actually rogue A.rachnos troops. Therefore legally any captured Arachnos troops are not POWs but simple criminals
  16. I know what you're thinking. "Did he make six posts or only five?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is an epic troll in the longest forum thread, and would flame you clear off the boards, you've got to ask yourself one question: "Do I feel lucky?" Well, do ya, troll?
  17. Quote:
    Originally Posted by Arcanaville View Post
    The main difference between bind on pickup (thanks for correcting my language there: that's what I meant) and unique is that a unique item can be farmed by one character and given to any number of characters, so those items have to be balanced around the worst case scenario, which might be a level 50 exemplared down to farm the items. With bind on equip you can make something that is worth a lot to a level 20 but less to a level 30 so in effect the earlier to try to go for it, the harder it might be to get but the higher the benefit will be to you if you get it.

    You can also grant rewards based on the earner: I could give a special bonus Res/Def/Heal enhancement to a tanker or scrapper that completed Positron Part One and a Dmg/Rech/End enhancement to a blaster that completed the same task, knowing those cannot be traded around.
    The problem with that is it makes using an exemplared level 50 to farm them harder, not impossible. It basically becomes a variant of powerleveling where the exemplared level 50 farms them accompanied by the lower level chars. In WoW it's pretty common for PvP twinks (low level characters with XP turned off) to get the best BoP gear available at their level simply by having a friend's level 80 run them through the appropriate dungeons. BoP limits the ease of acquiring gear, but if it's worth the effort people will figure out ht easiest way to acquire it.

    I just don't buy the idea that BoP inherently makes more powerful items more practical. It can slow down the rate at which people acquire the more powerful items, make them harder to acquire or impose limits on how they can be acquired but at the end of the day if you put a desirable item in the game somebody will use the maximum possible/desirable number of them. PoB can limit the rate at which they achieve this (which may be a design goal) but it doesn't in and of itself limit the number that can be used. To do that you have to put a limit on either how many of the item can be acquired by a character ever* or how many can be used at once. In both of these cases it's not the BoP that's allowing the items to be more powerful it's the limited availability.

    BoP is a great tool for MMO designers to use in creating a time sink. It means a player has to do the content to get the times (rather than buying them from a farmer) and with the use of daily quests and the like potentially requires a certain length of calendar time to get them all. While I personally don't care for BoP being used this way I recognize the inherent value of it in maintaining a playerbase so I do grudgingly accept it. But in any case eventually people will farm enough of the item to reach the limit of however many you let them use.

    Similarly for AT restricted gear having the gear flag as AT restricted would have the same practical effect as making it BoP.

    I guess my main point is that BoP itself doesn't serve to restrict total power level in any way that couldn't also be handled by limiting who can equip items and how many they can equip. What it does serve to do is limit the rate and ease with which items can be acquired. Making items significantly more powerful just because they are BoP is a dangerous route to take. They can be made slightly more powerful (assuming a commensurate difficulty in acquiring them) but eventually someone will acquire the maximum possible so you also need limits on how many can be used.


    *Side Note: As a player I HATE having items which are better than regular items but can only be acquired a limited number of times, I always worry about losing them. I'd much rather have items which can be acquired infinite times but only a limited number can be used at once. This way if I accidentally delete one or just respec my character such that I now want Item B instead of Item A I'm not completely hosed.
  18. Quote:
    Originally Posted by Umbral View Post
    For accuracy, RoA has a base accuracy of 1.6 (iirc, I'm pretty sure the attack info listed for the pseudo pet is wrong on the accuracy). Full Auto has a base accuracy of 1.35. Point for RoA (unless the pseudo pet is wrong, upon which FA gets a point, albeit a largely useless once since higher base accuracy doesn't really mean much since you're going to be operating at 95% chance to hit almost regardless).
    I did some testing on this a while back (using an Archery Defender) the pseudo pet from RoA does seem to only have a 1.0 base accuracy (using the to hit formula from the wiki and the reported to hit chance in the combat log).
  19. I think you should judge character performance based on the level where you like to play them. I rarely play my level 50 characters at levels lower than 50 simply because the only sub-50 content I enjoy are the Striga TFs and I don't do them to much.
  20. Quote:
    Originally Posted by Arcanaville View Post
    Forgot to mention: personally I think this is a good idea. I know some people don't like the concept, but for me it allows for much more freedom in the kinds of benefits the devs can give out when they know they cannot be shuffled around, stacked beyond what a single player can acquire, or exploited in other ways.

    If the choice is between bind on equip and not bind on equip, the choice seems obvious. But if the choice is between bind on equip and all of these bind of equip goodies we can make, or we just don't ever get them at all, that choice is a different one, and one I come down on the side of diversity of power options.
    Well technically these are Bind on Pickup not Bind on Equip.

    I don't particularly mind Bind on Pickup items but I'm not convinced that Bind on Pickup offers the developers any significant balance advantages that the current Unique tag does not. Bind on Equip and Bind of Pickup serve very different purposes in MMOs. Bind on Equip serves to take items out of circulation and thus help regulate the in game economy while Bind on Pickup serves to force players into performing specific actions to get certain items (with the potential to limit how frequently they can get them).

    The net result is that Bind on Pickup doesn't, by itself, impose any limits on player power levels. It can be used to limit how fast they can reach those power levels but at the end of the day the total power level is based on how many they can use at once. So if you want to limit characters to one Enhancement of Pure Awesome you could make it Bind on Pickup and only allow them to get it once in their career or you could make it more readily acquirable and trade able but then make it unique so they can own as many as they want but only slot one at a time.

    Bind on Pickup is a great tool for developers to adjust playing styles or limit player advancement I have no argument there but I'm not convinced it's a more useful tool for general balance than simply using unique or max-equipped tags.

    Quote:
    Originally Posted by Arcanaville View Post
    That's *exactly* why soulbound items are tagged such. To prevent you from earning them from multiple sources (however easy or hard that is) and then stacking them into a single ultra-powerful character.

    Think about those three big enhancements they give us in the tutorial. Think about what they could be if they were bound to the player and couldn't be traded or exploited by making tons of new characters just to get them. How about instead of a large respite, an enhancement that boosts recovery for an entire mission? Or an awaken that works like Soul Transfer? All possible with binding, all impossible without.
    But the same benefit can be gained by simply making you only able to equip one at a time (as was doen with the stealth enhancements). Now more powerful inspirations would (possibly) need to be made pind on pickup but those are consumables so different rules do apply.
  21. Quote:
    Originally Posted by Gromar View Post
    My 37 AR/Elec:

    Will probably go Munitions. What do you think of the Epic? Does weapon customization include the epic powers or will my toon suddenly be holding the old frankengun?
    Munitions is a fun epic, my only real complaint is Body Armor. It's a passive rather than a toggle so you don't have to spend endurance but it provides less than half the resistance of the toggles. Cryo Freeze Ray is a nice hold if you want one. Sleep Grenade is of limited utility to an AR character since a Sleep power doesn't work well if you're tossing out loads of AoEs. Surveillance is a pretty decent debuff to use against bosses and the like plus it has a really cool animation. LRM is a whole lot of fun making things go BOOM! (especially for an Assault Rifle character who doesn't get a standard nuke).

    Munitions isn't the best epic in terms of power but it's a very fun epic.
  22. Ok, here are my thoughts on the set:

    Web Grenade: Overall I think this power is fine, the slow and recharge debuffs make it a nice power at higher levels and are much more useful than the damage other sets get. My only issue is that at lower levels the lack of damage means a Devices Blaster is dealing less damage than other Blasters but still has to spend the same endurance to stay out of melee. I think a small endurance discount of this power would be nice at low levels.

    Caltrops: Love them. Next!

    Taser: This isn't a particularly inspiring power but it works and is balanced with similar powers in other manipulation sets so I can't really complain.

    Targeting Drone: Personally I think Targeting Drone is fine as is. Techbot does have a point about the comparison with Tactics being better on a team but solo the extra to hit buff and, more importantly, the to hit debuff resistance do make a significant difference. It would be kinda nice if Targeting Drone gave a "Tactics lite" buff (i.e. the to hit and perceptions buffs but not the resistances) to teammates along with the larger self buff since the Devices set as a whole is not hugely team friendly but it would go against the general design philosophy of blaster sets.

    Smoke Grenade: I certainly wouldn't complain if the to hit debuff was increased but overall this is a serviceable power. It doesn't make a huge difference on it's own but if you can stack it with defense or other to hit debuffs it's a nice power.

    Cloaking Device: As others have said this is a glorified pool power and really needs a change. My preference is a damage bonus (about 30%-50%) which is suppressed when attacking/attacked. This means if you attack from stealth you get some extra damage. A Devices Blaster who drops a trip mine right before combat would therefore get 56.4% - 76.4% damage on their first attack of each combat which is nice but still a little worse worse than Build Up (fair enough since Targeting drone gives a permanent to hit buff.

    Trip Mine: I wouldn't mind a reduction in casting time just to make it more user friendly but other than that I can't complain.

    Time Bomb: My suggestion (which is definitely skirting the edges of the cottage rule) is to rename this Satchel Charge and make it a short range (30ft) targeted AoE (casting time becomes uninterruptable and shorter, damage probably goes down a little). Basically you toss a satchel charge and it immediately explodes. (Actually I'd love for it to be called Petard and apply a high magnitude knockback effect and some damage to you as well as dealing damage but I doubt that would be popular).

    Gun Drone: A 7 second casting time is ridiculous, 3 seconds would be much more reasonable other than that it is fine.
  23. Adeon Hawkwood

    Wrong password

    As Photo said your game account and forum account login details are the same so since you can log in here you should be able to log into the game. Are you sure you have the correct version of the client for your account? The US and EU clients are different (I think).
  24. Quote:
    Originally Posted by Samuel_Tow View Post
    Well, the only thing I didn't like about that suggesting was that you're splitting the damage between the target and the patch, effectively requiring you to immobilize your target in the patch anyway, in the process not really helping the problem with the power in general. If you can concede to putting all the damage into the single-target portion and leaving down a Caltrops-level damage patch behind to serve as area denial, however, then I can get behind that. I get my single-target damage and people get to keep their area denial.
    The rational for splitting the damage was actually that ignite will deal MORE damage as a direct attack than it currently does. Currently Ignite summons a pseudo pet, I'm not certain if the pet inherits your damage buffs or not but if it does then any with a remaining duration of less than 10 seconds (which includes build up defiance buffs) will only buff part of the damage. Conversely by making it a direct attack that deal DoT any damage buffs you have at the time will benefit the entire duration. Combined with the fact that I personally think Ignite damage is a bit high anyway means I think a nerf to the direct damage is reasonable. Allowing the option to setup the enemy for bonus damage keeps the existing theme a bit more and is essentially an increase in total damage but a decrease in damage over activation time.
  25. Quote:
    Originally Posted by Samuel_Tow View Post
    I have to ask something here - does anyone honestly use Ignite for AoE damage? Because I've neither seen it nor been able to reproduce it more than once in a blue moon, because it has less range than a melee attack.
    While I mostly use it as a single target attack it does also have it's uses as an area denial ability (although some characters have better tools for that). I actually wonder what the developer's intent was with Ignite, the original version (with 4 second recharge) makes me think they intended it for area denial rather than damage but in practice it's primarily a damage power.

    Quote:
    If we can all concede that Ignite works mostly as a single-target-attack supplement, then why not make it a single-target attack similar to Incinerate, only with an additional melee-range damage aura put on the ignited target?
    I think my post above pretty much covers my thoughts, the only thing I'd add is that I'd rather it deploy a patch rather than some sort of damage aura. Mostly I just like it more thematically than a damage aura on the target and it also means it keeps a limited area denial effect.